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This is yet another thing that makes AT really slow in early game.
maps.js:
MODULES["maps"].numHitsSurvived = 8; //survive X hits in D stance or not enough Health.
It should in some way be related to how fast combat is happening (agility + hyperspeed) vs how long the breed timer is. If you can survive hits until the next trimps group is ready to be sent out, you have enough health. If you don't, farm more. (Could be soft-capped at 8 so that it never tried to farm for health harder than it used to, in case any more than 8 is too slow to get in maps.) (I guess the other assumptions made are that: A snimp is going to survive for 8 hits, and farming for enough health to survive 8 snimp hits saves time compared to just continuing in the world.)
Alternatively, exposing it as a setting would be ok.
The text was updated successfully, but these errors were encountered:
This is yet another thing that makes AT really slow in early game.
maps.js:
It should in some way be related to how fast combat is happening (agility + hyperspeed) vs how long the breed timer is. If you can survive hits until the next trimps group is ready to be sent out, you have enough health. If you don't, farm more. (Could be soft-capped at 8 so that it never tried to farm for health harder than it used to, in case any more than 8 is too slow to get in maps.) (I guess the other assumptions made are that: A snimp is going to survive for 8 hits, and farming for enough health to survive 8 snimp hits saves time compared to just continuing in the world.)
Alternatively, exposing it as a setting would be ok.
The text was updated successfully, but these errors were encountered: